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> About Nanoware, Crazy thoughts
JaronK
post Mar 8 2005, 08:46 AM
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I've never liked anything that runs out. In D&D, I always pass on any items with charges, even if it's extreamly strong... heck, in any game I do that. So I was looking at Nanoware and trying to think of a way to have an unlimited nanite supply.

So here's a thought: get a bioware glade that secretes the solution necessary for a nanite hive to make new nanites. Then get a hive and a facilitator... tada! Endless supply of nanites. Maybe a digestive expansion too so you can actually eat whatever nanites are created from (I'm guessing some metals).

Folks think this sounds reasonable?

JaronK
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FrostyNSO
post Mar 8 2005, 08:50 AM
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Nanite Hive cyberware can replenish free-floating nanites. You need a hive for each nanite system though.

I have the SAME condition! I hate stuff that runs out. Lousy ammo...
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hahnsoo
post Mar 8 2005, 08:55 AM
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6 months isn't long enough for you? :|

I don't think any corporation would ever create a chemical gland like that, even if it could be created (which is highly unlikely, since it would have to be a highly processed industrial chemical, and the body isn't good at doing that), knowing that it would sever the "leash" between their nano-toy in your body and their supply of raw materials. Not to mention anyone with nanites are already probably paying maintenance costs on their 'ware.

The costs to maintain a nanite hive are only 10 percent of the total cost of the nanoware you are using every 6 months. The most expensive nanites available are nanosymbiotes, which cost 70,000 nuyen. So you pay only 7,000 nuyen every six months to replenish your supplies. I think I pay more money in APDS ammo and explosives during that same span of time...
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toturi
post Mar 8 2005, 08:52 AM
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Nanite Facilitator, Nanite Hive, Trauma Dampener.
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Edward
post Mar 8 2005, 09:00 AM
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If you have a nanite hive you accept that your going to need cyber wear surgery every 6 months, most samies need it more often than that anyway.

I also have a difficulty with items that run out, although I do use them when I must. The annoying ones are the ones that will run out in the middle of a job. Eg wands, scrolls, potions, or in SR expendable spell foci, spirit services and ammunition. At least you know your nanits wont drop out in the middle of a fight, unless you get hurt, in witch case a hive wont help.

Edward
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JaronK
post Mar 8 2005, 10:21 AM
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Yeah, I know, 6 months should be plenty, but you just never know, and I like being a character that can be dropped off in the middle of the Congo and emerge intact 2 years later. The idea of having to find a nanoware capable clinic every 6 months isn't attractive, nor is being fully reliant on one such clinic.

JaronK
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Aes
post Mar 8 2005, 10:14 AM
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Then don't get nanites ;)

Alternatively, if your GM's really generous, ask if you can buy a few nanite-packs to inject into your bloodstream. The Saviour advanced medkit (M&M, nanoware section) has spare supplies available for 250 :nuyen: if memory serves, and no expiry date is mentioned.
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Edward
post Mar 8 2005, 10:40 AM
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If you have nanites for some reason and get dropped in eth middle of the Congo for 2 years then your nanites will run out but that wont hurt you. They make a useful boost that may be lost.

If you have a full samy set of cyber ware when you come out your enhanced reflexes have an annoying twitch, your cyber eyes thermographic vision is misaligned with your normal vision, your smart link is constantly demanding new software your internal drug injectors are long spent and probably causing an infection. Heaven forbid you have bioware that wasn’t specifically cultured for you, without your anti-rejection drugs you’re going to have all kinds of problems with that.

The only characters in SR that can go 2 years in a hostile environment are the relatively unaugmented.

Edward
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Aes
post Mar 8 2005, 10:44 AM
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You mean you can get noncultured bioware? :P
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JaronK
post Mar 8 2005, 10:51 AM
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See, edward, that was the plan. Bioware regenerator and Cyberware regenerator nanites, two nanite hives, and an organ to produce the necessary fuel to keep the hives going. Thus, all of your regenerates.

JaronK
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hahnsoo
post Mar 8 2005, 11:36 AM
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Why don't you have a cyberarm cavity that simply stores extra nanite supplies?
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torzzzzz
post Mar 8 2005, 12:50 PM
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Just a thought, would they work like bacteria, in the terms of self replication? if so you meet a problem with exponential growth?

torz x 8)

This post has been edited by torzzzzz: Mar 8 2005, 12:51 PM
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Crusher Bob
post Mar 8 2005, 01:27 PM
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You are probably better off getting an altered digestive system, that will allow you to eat potential nanite materials... Most of the nanite building blocks might not be normally found in your body, so having a gland to manufacture them might not help... If you don't have enough silicon (or whatever) in your diet to make more nanites, you just don't have enough silicon...
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Kagetenshi
post Mar 8 2005, 02:15 PM
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QUOTE (JaronK)
Yeah, I know, 6 months should be plenty, but you just never know, and I like being a character that can be dropped off in the middle of the Congo and emerge intact 2 years later. The idea of having to find a nanoware capable clinic every 6 months isn't attractive, nor is being fully reliant on one such clinic.

JaronK

I'm quite the opposite way, actually; if someone with 'ware gets dropped in the Congo for two years, I want that 'ware to be not just broken, but actively driving him or her insane from the pain and possible poisoning as it breaks down without maintenance.

Which, incidentally, would provide another benefit of Boosted Reflexes.

~J
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Spetulhu
post Mar 8 2005, 02:42 PM
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QUOTE (Kagetenshi)
QUOTE (JaronK @ Mar 8 2005, 05:21 AM)
Yeah, I know, 6 months should be plenty, but you just never know,
JaronK

I'm quite the opposite way, actually; if someone with 'ware gets dropped in the Congo for two years, I want that 'ware to be not just broken, but actively driving him or her insane from the pain and possible poisoning as it breaks down without maintenance.

And that's as it should be, isn't it? A 'sam fully equipped with cyber and bioware is fast, tough and strong like nothing has the right to be. Part of the price is that he'd better stay within driving distance from a first class clinic in case anything goes wrong. He's not a 1980's Ford , he's the newest meanest Ferrari that has to be serviced by licensed techs.

The Congo? Ferraris stay in the biggest cities, Fords go in the countryside.
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Kagetenshi
post Mar 8 2005, 02:52 PM
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"Apart from the Chief, you're the only one in Section 9 whose body doesn't come with a warranty."

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nezumi
post Mar 8 2005, 03:36 PM
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This still gets my goat though...

So the sammy, who pays through the nose and most likely will never upgrade his ware during the game (I have NEVER seen a PC upgrade cyberware or buy new stuff) suffers additionally from having to maintain it or he goes loony vs. the mage who already has super powers, will outpace him over the life of the campaign, and will NEVER EVER EVER have to go into a 'shop' lest his powers stop working.

I've begun thinking about twisting things to make cyber a little more powerful than magic for a change. Maybe add a penalty to ALL spellcasting against low essence creatures. I don't know, but cyberware, despite being supercool, is beginning to lose it's shine to me.
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Smed
post Mar 8 2005, 03:41 PM
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QUOTE (nezumi)
This still gets my goat though...

So the sammy, who pays through the nose and most likely will never upgrade his ware during the game (I have NEVER seen a PC upgrade cyberware or buy new stuff) suffers additionally from having to maintain it or he goes loony vs. the mage who already has super powers, will outpace him over the life of the campaign, and will NEVER EVER EVER have to go into a 'shop' lest his powers stop working.

I've begun thinking about twisting things to make cyber a little more powerful than magic for a change.  Maybe add a penalty to ALL spellcasting against low essence creatures.  I don't know, but cyberware, despite being supercool, is beginning to lose it's shine to me.

There are ways to screw with the magically active too.

The Magically active need to worry about Magic loss from Deadly wounds and have to deal the effects of background count.
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Tarantula
post Mar 8 2005, 03:57 PM
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Usually the deadly wound is more worrying than the magic loss, as people don't tend to survive through them a whole lot.
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Backgammon
post Mar 8 2005, 04:47 PM
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QUOTE (nezumi)
So the sammy, who pays through the nose and most likely will never upgrade his ware during the game (I have NEVER seen a PC upgrade cyberware or buy new stuff)

That bother me too. It's mostly cause the cost of cyberware, especially factoring SI and surgery, is totally out of whack with regular pay (especially if you use "recommended" pay tables from MJLBB or SRComp, but those are so completely out of line it's funny). 60k? 200k? I have never ran a campaign where the players could comfortably amass that kind of money. I mean, a job that pays each member 20k+ is just insanely high-risk and high-level. To me, at least.

So I figure I'm gonna say "the hell with realistic pay" and start paying 20k per run more often. Or make cyberware as payment at ridiculously low costs way more often. Yeah, that'd make more sense, considering if the raw cash pay is too high, other items, like monowhips, will also be too easy to acquire. But then that leads to the problem that no runner worth his salt trusts cyber from his Johnson... *sigh*
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Edward
post Mar 8 2005, 04:54 PM
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We regularly survive taking a deadly wound. Happened to one character twice during an arcology run before something finally got him properly dead. Of cause he was a stealth samy with no concept of stealth.

The way I find such things go is you enter a high threat aria and get spotted by some guards, they open up on the point man as he rounds the corner, the rest of the teem blows away the guards before there next action the med tech and the magician put the point man back together. Happens every few runs. Perversely the smart opponents have les of a chance to get one of us down because they take there initial action to take some cover or some other tactical action and then we do the same. Then ether we all die or they all die.

If you want a character with the repair nanites and a ability to last for 2 years I would recommend a expanded reservoir in the nanite hive. Probably increase time and cost by the same multiple (1 year twice the cost in essence and cash, 2 years 4 times the cost in essence and cash), the reason it is so expensive is you need base materials with a longer shelf life, at human body temp. of cause then what if you need to be on mission for 30 months)

Edward
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Aes
post Mar 8 2005, 05:04 PM
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Or just plan a clever, campaign spanning double-cross, that will culminate in the "accidental" killing of all your groups awakened players, leaving the cybered ones as the ones with karma left?

Not that I'd do something vile and underhanded like that. No siree... *polishes his halo*

Personally, I'd say dump the maintenence for, say, cyberware higher than or equal to either alpha or betaware (except for a few extreme cases) and cultured bioware. Sure, it's not realistic, but perhaps a person who has a machine installed in his body reads the friggin' manual and learns to do basic maintenence during downtime. I've yet to see a hermetic mage missing three consecutive runs because he was in the middle of magic research. But it'd be a house rule, of course. It seems the authors at FanPro are far too obsessed with their lovely "OHNOS! TEH HORRORS ARE COMING!!!!1!" plotline to let magic take the back seat and let cyber shine anytime soon.
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FrostyNSO
post Mar 8 2005, 05:50 PM
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We just don't keep track of stress points. Sure, we lose a way to screw the PC's, but hey, everybody's happy.

As for the nanites, same story. If you have a hive, you're set. If you don't like the rules, change them.
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Sandoval Smith
post Mar 8 2005, 11:39 PM
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QUOTE (JaronK)
I've never liked anything that runs out.

You must really hate guns then.

If you spend two years in the Congo, then everything you go in with is going to be gone by the time you get out. I don't play with stress points either, but I assume that barring extraordinary circumstances, a PC performs the maintenance they need each month. However, in the Congo you're not assured having access to the materials you need, and there might be other modifiers to keep things up and runng (where did I put my copy of Target: Wastelands?)
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Edward
post Mar 9 2005, 02:54 AM
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The problem is much of the maintenance cant be done by yourself. It is hard to reach imposable to see and may require a general anaesthetic.

And cultured bioware already needs no maintenance, the only maintenance any bioware needs is anti rejection drugs and repaired when damaged.

Edward
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